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#5301942 Is It Really That Nonsensically Impossible To Have A Successful First Game Pr...

Posted by jbadams on 22 July 2016 - 06:46 AM

However, the probability of having a successful first project is about the same as winning the lottery.

Not necessarily true. Define success.
A good definition to work with might be sustainable success; successful enough to properly fund further development.

#5299729 What Language Is Best For Game Programming?

Posted by jbadams on 07 July 2016 - 10:00 PM

I am looking for a programming language(s) that:


  • Easily have a GUI ( pop-out window ) with code, not anything external
  • Doesn't matter if its really hard or really easy
  • Works on Linux ( My current OS ) windows and Mac OS
  • Can be executed by being clicked on ( Feel stupid for asking this, but I think I need to for some reason )


Any random language you're likely to choose will very likely offer all of that functionality, with the note that some choices (such as Python) may require an additional packaging step to produce a "clickable" executable for some target platforms.



I know it will be more than one language for the different OS's.


Actually, most popular languages you might be likely to choose from (C#, Python, Java, C++, etc.) will work on all of your listed target platforms. 



As ApochPiQ's linked post says, the correct answer to your particular question is really "it doesn't matter".  Given your list of requirements any popular mainstream language will meet your needs.  My suggestion would be to look up beginner tutorials for each language you might be considering, read through a few of them for each, and choose the one that you feel might be most comfortable for you: then just dive in and start learning that language.  You can't really make a wrong choice!



If I'm asked to make a recommendation (and again: you can't really make a wrong choice, so any other option you're likely to choose is equally ok) I would personally suggest C#:

  • It's well supported, and can be used on all of your listed target platforms and more.
  • It's reasonably popular, so there are plenty of learning resources and examples available.
  • It can be used with popular libraries (such as MonoGame) or a popular engine (Unity), offering you some flexibility in that regard.
  • There are good tools available.

To drive it home one last time though, a similar list could be written for other popular languages such as Java or C++.

#5298570 Starting New Game And I Don't know what to do

Posted by jbadams on 29 June 2016 - 06:10 PM

What you've described is a basic outline of a story, you haven't said anything about the actual game: is it 2d or 3d? Platformer, RTS, shooter, something else?

What is the player's role? Are they one of the spies?

If you want to make a fun game focus on the actual game rather than the story - the same game could be given a different story with elves and wizards but essentially be the same gameplay.

#5297519 Paypal policy versus game characters designs

Posted by jbadams on 21 June 2016 - 07:35 PM

(you know what I refer to)

Actually, it's not at all clear what you're talking about; I'm going to take a guess that maybe you mean over sexualised characters, or do you mean something else? For clarity of communication please just actually say what you mean.

That aside, what does PayPal have to do with the content of your game? Are you planning to make a web-based game and use PayPal as your payment processor? You mentioned Google Play Store... were you aware that it has it's own terms of service (https://play.google.com/about/play-terms.html), developer agreement (https://play.google.com/about/developer-distribution-agreement.html), etc.?

#5272917 Beginner-friendly language implementations with great portability, performanc...

Posted by jbadams on 27 January 2016 - 07:29 PM

I suspect C# is probably the language you want - do you have any objections to it other than some vague idea that MS might at some point go back on their patent promise?

#5263789 Buying a game for private server

Posted by jbadams on 27 November 2015 - 04:22 AM

Does that mean you've already been discussing the game with someone at the company?

If so, your best bet is just to ask them directly, and if they're unable to help you personally you can then ask if they can put you in contact with someone who can.

It's likely however that getting the game running again will be more difficult than you may be imagining, if it's even possible at all. If the game was abandoned as unprofitable it may not have been kept in an easily working state.

#5262174 Copyright Music, questions.

Posted by jbadams on 15 November 2015 - 04:59 PM

Your music is copyrighted automatically as soon as you create it, for free and without you taking any special action.

In some jurisdictions however, you may be required to register the copyright if you need to take legal action, whilst in others this is not required but may strengthen your case.

Even with a registered copyright however your work isn't necessarily safe from being copied. To protect your work in a case of infringement you need to go to court, which can potentially cost quite a bit of time and money. Are you willing to spend time and money to defend your rights if someone infringes? If the answer is no, then you may as well also save the money on registration. :)

As for how to apply the copyright, I didn't even realise protecting it as an album was an option, I've always just assumed it would be each individual track.

I am not a lawyer, and none of the above is formal legal advice. If you're serious about going into business for profit you should probably take the time to speak to a proper qualified lawyer about these things. :)

#5262007 The Birth of a Lich

Posted by jbadams on 14 November 2015 - 07:20 AM

I'm not a fan of D&D or the way they describe Liches though. Aren't they just a dark swirling cloud with a skull floating in the middle?

I'm not sure which monster you're thinking of -- perhaps some specific demilich -- but it's certainly not the typical d&d lich, which is usually more akin to your desire: a powerful skeletal spellcaster, often with glowing eyes, and with all the accompanying lore about their creation and phylactery, etc. intact.

#5256612 Best IDEs for HTML5 Game Development?

Posted by jbadams on 10 October 2015 - 10:08 PM

I'm a big fan of WebStorm for JavaScript.  It's more expensive than some other options, but it's a really great product, and there's a free trial available to see if you like it.


Sublime Text is also good for when you just need a capable but lightweight text editor rather than a full IDE.




If you're looking for more of an integrated game engine with development environment you could look at Construct 2, although I will note that the exporters for platforms other than HTML5 all use third-party wrappers around your HTML5 game and can therefore sometimes be problematic.

#5255994 is monogame good for developing game?

Posted by jbadams on 07 October 2015 - 06:19 AM

Monogame is fine. Here's some games made with it; you'll see that in the hands of the right developer it's more than capable of a game similar to Limbo.

Yes, a game written in C++ by an experienced developer may perform better, but if you're asking this question Monogame will be more than fast enough.  You would have to be both experienced and developing a large/complex game (or perhaps targeting very low-end devices) for the performance difference to really be achievable and to matter.

Hope that helps! smile.png

#5255487 I'm sleepy and confused: __try, __except, /EHa, C2712 (unwinding)

Posted by jbadams on 04 October 2015 - 04:00 AM

No shit sherlock *massive-facepalm*. Why did you even write that? Was it not crystal clear that discussions (at least without a lot more details) in that direction is undesired waste of everyone's time?


PS. Since you like to ASS-U-ME stuff



Watch your attitude, you're close to getting your topic closed.



Everyone else, please stay on topic; I've hidden two off-topic posts from this thread and don't want to see any more.

#5254372 How do I know what Android version to target?

Posted by jbadams on 28 September 2015 - 07:59 AM

Please stop posting all of your on-topic questions in our off-topic forum (The Lounge) so that they have to be moved to the correct place.  Take your best guess at the correct forum (it's usually reasonably obvious) and a moderator will move them if necessary.


Moving you to Mobile and Console Development (although a case could also be made for this fitting in the Business and Law forum). smile.png


Note: I've asked you this at least three times before --  this is just a friendly reminder, but if it continues indefinitely your topics may be closed rather than moved.

#5253586 Name : Utils or Utility ?

Posted by jbadams on 22 September 2015 - 10:34 PM

Agreed with Ravyne, I would tend to prefer the full word (in this case "utilities") unless there's some good reason to abbreviate.  In this specific case however you can expect the abbreviation ("utils") to be well understood and I wouldn't expect it to cause any problems.


It's also best to stay consistent with your own rules unless there's some specific reason for departing from them, so what is your normal rule for naming things?  Do you normally use full words, or are abbreviations common?

#5250928 Need to be taught to make a 3D MMORPG

Posted by jbadams on 06 September 2015 - 08:30 PM

I don't know much about game engines, but isn't Unreal like... the EA of engines? (That is, you can't actually do anything without buying a bunch of game-engine "DLC" equivalents.)

No. All of the core functionality is available free of charge (note that you owe 5% royalties once you start making profit), and you can absolutely make a full high quality game with no additional purchases. Any third-party add-ons you choose to purchase are purely optional.

It's much more common to purchase add-ons for Unity, but again these are usually optional time savers and aren't strictly required to make a game.

#5250756 Need to be taught to make a 3D MMORPG

Posted by jbadams on 05 September 2015 - 05:51 PM

And you can't use Unity as an engine. You need to code your own, or find/purchase a license for an existing one (Several tens of thousands, perhaps hundreds of thousands.)

[citation needed]

Unity may or may not be an ideal choice, but you shouldn't just rule it out as an option -- it's a perfectly valid choice.